Files
AdamuSw/src/GameLogic/Offline/MovementHandler.cs
sven-n d04cbecae3 Merge pull request #820 from nolt/feature-bots
(cherry picked from commit b10de0645a869485fbb5771a739abd06b5708c2d)
2026-07-23 11:38:08 +03:00

167 lines
5.9 KiB
C#

// <copyright file="MovementHandler.cs" company="MUnique">
// Licensed under the MIT License. See LICENSE file in the project root for full license information.
// </copyright>
namespace MUnique.OpenMU.GameLogic.Offline;
using MUnique.OpenMU.GameLogic.MuHelper;
using MUnique.OpenMU.Pathfinding;
/// <summary>
/// Handles movement logic including walking, regrouping, and return-to-origin.
/// </summary>
public sealed class MovementHandler
{
private const byte RegroupDistanceThreshold = 1;
private readonly OfflinePlayer _player;
private readonly IMuHelperSettings? _config;
private DateTime? _outOfRangeSince;
/// <summary>
/// Initializes a new instance of the <see cref="MovementHandler"/> class.
/// </summary>
/// <param name="player">The offline player.</param>
/// <param name="config">The MU Helper configuration.</param>
public MovementHandler(OfflinePlayer player, IMuHelperSettings? config)
{
this._player = player;
this._config = config;
}
/// <summary>
/// Gets the position to hunt around. Dynamic so bots can roam between hunting grounds.
/// </summary>
private Point OriginPosition => this._player.HuntingOrigin;
/// <summary>
/// Gets the hunting range in tiles.
/// </summary>
private byte HuntingRange => CombatHandler.CalculateHuntingRange(this._config);
/// <summary>
/// Returns the character to the original position if configured and distance/time thresholds are met.
/// </summary>
/// <returns>True, if the loop can continue; False, if a regrouping walk was initiated.</returns>
public async ValueTask<bool> RegroupAsync()
{
if (this._config is null || !this._config.ReturnToOriginalPosition)
{
return true;
}
if (this.ShouldRegroup(out var distance))
{
await this.WalkToAsync(this.OriginPosition).ConfigureAwait(false);
this._outOfRangeSince = null;
return false;
}
if (distance <= RegroupDistanceThreshold)
{
this._outOfRangeSince = null;
}
return true;
}
/// <summary>
/// Moves the player closer to a target within the specified range.
/// </summary>
/// <param name="target">The target to move closer to.</param>
/// <param name="range">The range to stop within.</param>
/// <returns>True, if a walk towards the target was started; false, if no path exists or walking is not possible.</returns>
public async ValueTask<bool> MoveCloserToTargetAsync(IAttackable target, byte range)
{
if (this._player.CurrentMap is { } map && target.IsInRange(this.OriginPosition, this.HuntingRange))
{
var walkTarget = GetApproachPoint(map, this._player.Position, target.Position, range);
return await this.WalkToAsync(walkTarget).ConfigureAwait(false);
}
return false;
}
/// <summary>
/// Picks the point to walk to when closing in on a target: straight along the line towards it,
/// stopping at attack range. The previous behavior re-randomized a point around the target every
/// tick, which made the character zig-zag visibly towards its prey and re-path constantly.
/// Falls back to a random point near the target when the straight-line point is not walkable.
/// </summary>
private static Point GetApproachPoint(GameMap map, Point from, Point to, byte stopRange)
{
var dx = to.X - from.X;
var dy = to.Y - from.Y;
var distance = Math.Max(Math.Abs(dx), Math.Abs(dy));
if (distance <= stopRange)
{
return from;
}
var factor = (double)(distance - stopRange) / distance;
var x = (byte)Math.Clamp(from.X + (int)Math.Round(dx * factor), 0, 255);
var y = (byte)Math.Clamp(from.Y + (int)Math.Round(dy * factor), 0, 255);
if (map.Terrain.WalkMap[x, y] && !map.Terrain.SafezoneMap[x, y])
{
return new Point(x, y);
}
return map.Terrain.GetRandomCoordinate(to, stopRange);
}
/// <summary>
/// Walks the player to the specified target position.
/// </summary>
/// <param name="target">The target position to walk to.</param>
/// <returns>True if the walk was successful; otherwise, false.</returns>
private async ValueTask<bool> WalkToAsync(Point target)
{
if (this._player.IsWalking || this._player.CurrentMap is not { } map)
{
return false;
}
var pathFinder = await this._player.GameContext.PathFinderPool.GetAsync().ConfigureAwait(false);
try
{
pathFinder.ResetPathFinder();
var path = pathFinder.FindPath(this._player.Position, target, map.Terrain.AIgrid, false);
if (path is null || path.Count == 0)
{
return false;
}
var stepsCount = Math.Min(path.Count, 16);
var steps = new WalkingStep[stepsCount];
for (int i = 0; i < stepsCount; i++)
{
var node = path[i];
var prevPos = i == 0 ? this._player.Position : steps[i - 1].To;
steps[i] = new WalkingStep(prevPos, node.Point, prevPos.GetDirectionTo(node.Point));
}
await this._player.WalkToAsync(target, steps).ConfigureAwait(false);
return true;
}
finally
{
this._player.GameContext.PathFinderPool.Return(pathFinder);
}
}
private bool ShouldRegroup(out double distance)
{
distance = this._player.GetDistanceTo(this.OriginPosition);
if (distance <= RegroupDistanceThreshold)
{
return false;
}
this._outOfRangeSince ??= DateTime.UtcNow;
var secondsAway = (DateTime.UtcNow - this._outOfRangeSince.Value).TotalSeconds;
return secondsAway >= this._config!.MaxSecondsAway || distance > this.HuntingRange;
}
}